* Makes more trash recyclable
* adds more
* more common ones
* cardboard category
* length fix
* covers this too
* makes this more flexible
* recycle type tweaks
* easier to just put this here instead of make a whole proc for it
* easier to just put this here instead of make a whole proc for it
---------
Co-authored-by: SECBATON-GRIFFON <>
* WIP HUDs
* Iterative
* midway with nightvision
* introduction of the nullrodhud
* Thermal hud update to new system
* basic pathogen hud
* vampirehud updates
* rebasing sechuds on /hud vs /sunglasses
* wrapping up mob coverage
* curseddoublehuds and pai can still arrest
* combined hud rename and icons
* removing medical hud mental changes and icons
* reverts medhud icons
* Final cleanup
* missing icon, weird git merge bug
* Removes vampire glasses
* BUSSING errr testing procs
* fix runtimes with missing clients
* fixes arrest inheritance and det tracking huds
* Magic number into variable
* Soft Reset
* white define
* alpha define
* high roller starting mats, recyk, and melt temp
* open container check
* removed radium prank, moved to a special interaction with the painting brush
* fixing conflicts in items.dmi (removed coin icons moved to coins.dmi)
* Gatling laser
* Start with cell/high
* Update removed cell
* Add gatling lasers to safe spawn list
* Remove duplicated code from constructor, style fix
* Remove unused parameters from fire calls
Forgot I did some changes to fire that were removed
* Energy guns can be set unchargeable, add rusty gatlaser, gatlaser unchargeable
Rusty version has weakerlaser projectile (10 damage instead of 15)
Chargeable variable for energy guns: If they can be put in rechargers or not
* Spawn weaker gatlaser
* Fix missing viscerator minigun
* Laser musket - not chargeable
* Missed an icon
* Sorted mini import
* Refactor non-rechargeable guns from exceptions to flag + var holding reason
* First shot is a regular, pin-point shot. Fixes being able to just lie down to dodge it all
* One way window fixes
* makes these work with thermals a bit nicer
* now mimics proper meson effect
* reducing some calls of view()
* another unnecessary extra call eliminated
* another one down
* another one down
* Revert "another one down"
This reverts commit 2b5c35789d.
* hotfix
* hotfix
* removing unnecessary var
* not necessary
* iterates over windows and not view()
* moves this check here
* cleanup
* Adds some support for one way windows from the other side
* Revert "Adds some support for one way windows from the other side"
This reverts commit f351f0b7c1.
* Now for a working method that does NOT call view() at all!
* making this more approximate
* Fast food outlet vault
* Fast food outlet vault
* Fast food outlet vault
* Fast food outlet vault
* removing stuff from other PR by mistake
* removing stuff from other PR by mistake
* makes these not smash the crates up
* better areas
* better areas
* better areas
* better areas
* better areas
* better areas
* touchups
* piping fixes
* this system might work more
* on by default
* ordering now works
* remapping a bit
* remapping a bit
* remapping a bit
* remapping a bit
* possible fix?
* payment now finally works
* payment now finally works
* smaller again
* forgot this bit of piping
* basis for something later
* basis for something later
* maybe not cutting out gives better results more often
* so only the bot can hear this one
* air alarms and proper map size
* trespass detection
* trespass detection
* trespass detection
* trespass detection
* trespass detection
* trespass detection
* trespass detection
* trespass detection
* fix
* now more of a reason to make this its own area again
* multi ordering is now doable
* multi ordering is now doable
* multi ordering is now doable
* multi ordering is now doable
* multi ordering is now doable
* multi ordering is now doable
* multi ordering is now doable
* this should be a better airshield
* this is better
* runtime fixes
* reformat
* undefines this
* proper death visuals, removing airshield altogether, spiderling too, making area enter stuff work again
* removing last few spiderlings, hiding this door behind falsewall properly
* fixing this
* map window, floor and area fixes
* unused
* FINALLY found the root of this problem
* beginning of filter function that removes duplicates in orders
* beginning of filter function that removes duplicates in orders
* finally works now
* finally works now
* use later maybe
* use later maybe
* adding this kind too
* adding this kind too
* adding this kind too
* for another PR maybe
---------
Co-authored-by: SECBATON GRIFFON <sage>
* wristwatch
* added wristwatches the the regular maintspawner loot table
* watch for tourists
* observer get it too lol, the red strap is back!
* Update code/modules/maps/spawners/spawners.dm
* more watches
* tadaa
* oh right
* fixed conflicts
* Beginning of refactor
* Cut down bullet act
* Attacking turrets
* Popping up and down
* woops
* Standardising israising and isdown, more readable now
* Enabled/disabled
* Something here
* Update gun override, this will help with refactoring shootAt()
* And finally, shootAt() is cut down
* Small bit of standardisation
* Gutting protected_area stuff, is unpopular apparently
* The belated rewrite of process()
* Last removals of lasers var
* A lot of duplicate code for nothing. Was that so hard?
* Trimming the loop down, don't wanna introduce lag
* woops
* Attempt at cutting this down too
* More inheritance
* Fixes a ton of compile errors
* Last one to fix in turret ffiles
* Updating vault objects file
* Fixing spawner
* Final compile fix, for now
* Not sure how this was forgotten
* Somehow this wasn't set to true
* Fixing some map compile errors
* And more
* Last ones
* Removing unused var and replacing usage
* Reverting it on syngery to resolve conflict
* Now, synergy
* Doing this better
* Fixing most of these
* Another update
* Fixing bug that prevented turret from updating to lethal
* Didn't need all this
* Format fix
* Prep for merge
* Readd
* Now fix
* And this
* Cleaning out more unused code
* Fix again
Co-authored-by: kanef <kanef9x@protonmail.com>
* That's a lot
* readded syndicate beacon
* derp
* blankbeacon
* ahhhhh
* syndicatebeacon
* big update eh
* fuck
* boulder desc
* syndicate beacon interface is now red like an uplink's
* arti finder
* jesus what
* last minute retardation
* dammit
* oh god
* remove useless vars, fix incorrect types, remove from stack instead of daleeting it
* fix it really
* tard
* use use, dummy
* give rods a plural name
* finish it
Co-authored-by: gurfan <mahimahi6272@gmail.com>
* lets hats and helmets be washed without upgrading
* Captain, HoP, HoS, and Warden caps are no longer helmets.
* code consistency is important
* HoS and Warden caps block flashbangs
* bear traps now fuck you up
* bear traps now freeze you in place, crush your hands, and more
* fixes beartraps in autolathes, spawners
* someone on discord told me finding and replacing text in .dmm files is ok
* affecting -> trappedorgan, im a dumbass
* you can pry open bear traps with crowbars
- Adds descriptions to coins.
- Changed siemens coefficients of coins.
- Adds 1 (throw)force to coins. Ever been hit with a coin? Shit hurts.
- Some coins are more powerful.
- Lowered the prices to match the recent economy changes.
- Removed rarer coins from the maint loot spawners.
* Adds floorpills
* Adds floorpill spawners
* Wait I thought it was 20
* Makes floorpills slightly more desirable, more effects
* Floorpill map conflicts the first
* All of these were real names used in the real server
* What's the point of defines if they don't catch this
* Xenomicrobes